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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Thieves' Guild Enforcer
Creature — Human Rogue
Whenever this or another Rogue enters the battlefield under your control, each opponent mills two cards.
As long as an opponent has eight or more cards in their graveyard, this gets +2/+1 and has deathtouch.
2 months ago
No Thieves' Guild Enforcer? She feels like a pretty standard inclusion for a rogue deck that aims to mill the opponent, and you could probably benefit from more one-drops when you only have 20 lands.
3 months ago
Just going to put some cards here I think you should add if you want to focus on Milling. The deck needs more big mill in order to win/turn on big creatures. Let me know if you want me to suggest cards to remove.
3 months ago
4 months ago
Hey, good start, well done upgrading the precon on a budget. For your first deck you have good card sense already. Most of my card suggestions to consider are $1 or less each. Some overall advice is to consider lowing the mana curve which will reduce the avg. CMC of your deck which is currently high at 3.4. By lowing the mana curve then you can potentially play more Rogues quicker to have more of a board presence when you cast Anowon.
There's an infinite opponent mill combo with Mindcrank. Duskmantle Guildmage + Mindcrank + effect to make each opponent mill a card. For three mana this combo makes all your opponents mill the rest of their libraries and each opponent loses life equal to the amount of cards they had left in their libraries.
Consider a few more one drop Rogues who have evasion to help them to do combat damage to a player?
By adding more one drop Rogues then you have more chances to potentially control more Rogues before you cast Anowon. Spells that only cost one mana are great in Commander letting you more easily cast more than one spell a turn or cast a spell on your turn and leave up lands/mana for instant opponent interaction.
Some other one drops to consider:
Anowon with Rogues is all about attacking. Consider more effects to take advantage of attacking and doing combat damage to opponents?
- Krydle of Baldur's Gate: Rogue with combat damage to player trigger, also repeatable to make Anowon, itself or another creature you control unblockable, for two mana.
- Hoard Robber: Rogue who can create repeatable ramp with treasures.
- Reconnaissance Mission: draw a card for each creature who does combat damage to a player.
- Key to the City: repeatable unblockable by discarding a card and it can be repeatable draw once on your turn for two mana.
- Zephyr Boots
- Sigil of Sleep
Anowon lacks evasion and with base 2/4 stats it could be difficult for him to do combat damage to a player. By adding more cards that can repeatedly give him or other creatures you control evasion or unblockable then he can do more combat damage to opponents.
Some budget land upgrades replacing some basic lands to consider:
- Secluded Courtyard: new card from NEO set, it will most likely come down in price. Another tribal land that ETB untapped and bonus is you can use mana from it to activate an ability of a tribal creature.
- Choked Estuary: another Dimir dual land that can ETB untapped if you also have in your hand an Island or Swamp land to reveal.
- Path of Ancestry: ETB tapped Dimir land, but worth it for tribal since any Rogue you cast with it you scry 1.
- Access Tunnel: another land that can make a creature unblockable.
Some cuts to consider are first some lands to add more one drop Rogues? 38 lands is high, by cutting two lands for a couple of one drops won't effect consistency of drawing lands that much while the one drops can give you more.
Some other cards to consider cutting in order: Dimir Locket, Didn't Say Please, Fractured Sanity, Fated Return, Rise from the Grave, Murder, Ogre Slumlord, Master Thief, Lazav, Dimir Mastermind, Adaptive Automaton.
If you're interested in any of these suggestions then let me know which ones and I offer more advice. Good luck with your deck.
7 months ago
9 months ago
Thieves' Guild Enforcer shows up as not legal in EDH, Modern, Legacy, Vintage.
10 months ago
First thing I'd suggest is cutting a lot of creatures, and maybe changing your commander. 45 creatures is a lot, especially considering the fact that you have virtually no removal except for your deathtouch keywords. You have several one mana drops that are just 1/1s and dont provide nearly as much value or potential as a kill spell or board wipe would. If you refine your creature base, and add instants and sorceries that ramp and kill, you'd probably have a better chance for more consistent games. Maybe add some creatures that generate value off of other creatures, like Beast Whisperer. They will help you keep up card advantage and keep your hand fueled for more plays. To make room, remove your cards like Tajuru Blightblade, Moss Viper, and Typhoid Rats. Thieves' Guild Enforcer can also go, they don't provide much utility for your gameplan, despite being a powerful card in some scenarios. The same goes for your commander. Other than having deathtouch and being able to recur Contagion Engine, they don't have much, if any, synergy with poison counters, which look like your main wincon. All in all, my suggestions narrow down to these three things:
-Focus on the goal of your deck. Look for cards that can either drop lots of poison or proliferate and prioritize them.
-Cut low-value cards. Cards that have zero or low synergy levels and don't generate value can be easily cut from your deck. If all of your cards get good value in your deck, that's better than flooding the board with low-value cards that barely contribute.
-Add ramp and removal. You need to be able to ramp into big spells and card draw to get your engine going quick and outpace your opponents. On the other hand, you also need to be able to reign your opponents in if they start getting ahead.
10 months ago
I think rogues have had alot of support lately and it's a shame to not include them
Dauthi Voidwalker is pricy but also now a big big auto include
Drown in the Loch is another very solid option in modern as your 2 CMC interaction
Rankle, Master of Pranks is another pricyer inclusion but again a very very good addion (solid 2 of curve toper)
Soaring Thought-Thief is a solid lord and nice evasive body. it, Thieves' Guild Enforcer and down in the loch make a solid sub theme. Which also works well with void walker. Merfolk Windrobber also exists in this vain and again is a solid card (probably one of the Better one drop options)
Another option if you switch slither blade for changing outcast and invisible stalker to pretty much any other option. Bad Moon become viable. And its a very solid lord effect.